Re: Dread Star isn't so dread
Posted: Fri Mar 18, 2016 12:10 am
Arioch wrote:SirDamnALot wrote:It probably is still a race for the biggest hull.
I agree that we need to do more to give smaller hulls more utility. I think making them harder to hit might be part of the answer.
The to-hit advantage of small ships VS big ships must be substantial to be noticeable. MoO did have a evasion bonus/penalty for hull sizes, but in the grand scheme of things it was insignificant (I think the smallest one got +25 on evasion, the first targeting computer got you +50 to-hit...)
A flatout bonus would also make small vs small fights miss-fests. So maybe something around the relative difference in size?
Another side is, fielding a suitable force of small "escort/specialised" ships, would clutter up the tactical map.
Even with multi select, you have to give orders to many ships.
Thats where the idea comes from to "stack" smaller ships to squadrons/wings/formations/<cool name>
(e.g. up to 3-5 ships, depending on size and tech. Fluff explanation: They manouver extremly close together, a feat that must be enabled through tech).
To keep it easy, a squadron would consists of identical ships and have the same (or on size bigger) footprint on the tacitcal map,
but keep their smaller ship evasion bonus. Which falls flat against other small ships, so no doomstacks against small-to-little-bigger ships.
They would move and fire as one, reducing the amount of player input.
Getting shot at would hit the lead ship until destroyed, then the next would take over.
This would also waste the mega-über-death-rays of the battleships and bigger, because the overkill would evaporate with the exploding lead ship.
Another small plus for the underdogs.
Combine that with the "big=hard time hitting small" and you could keep your small-to-medium ships from early-mid game
as a fighting force that still has some punch and survivalbility. (Survivalbility is the economic reason to go big in ship desin)
TL:DR: Instead of one cuiser, lets combine 3 destroyers.
Pro: hard to hit.
Con: chipping away at it's firepower and hitpoints when members of the collective gets destroyed.